Difference between revisions of "Traits"

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==Unique Traits==
==Unique Traits==
[[Arna]] - ''{{Cl|Unique Trait|Vow of the Feat}}'' - Each enemy within [[Vision]] increases the rate of "[[Heroism]]", "[[Optimism]]", and "[[Prudence]]" activation by {{Positive|20%}} (up to {{Positive|100%}}) and grants {{Positive|+2%}} chance to trigger "[[Second Wind]]". Each received level improves the effects of positive [[Psyche]] states by {{Positive|3%}}. Additionally, reduces the cooldown between their activation by {{Positive|50%}}. Killing dangerous enemies grants {{Positive|additional Experience}} depending on the character's level.


[[Dirwin]] - ''{{Cl|Unique Trait|Ranger's Gift}}'' - Starts the game with "[[Make a Halt]]" already learned. Grants "[[Butchering]]" {{Positive|20%}} chance to harvest [[Valuables|pelts]], regardless of the damage type used to kill the animal. Increases this chance by {{Positive|1%}} and grants {{Positive|1%}} {{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} (up to {{Positive|+20%}}) for each [[Points of Interest|Hunting Ground]] visited for the first time. Grants {{Positive|1}} [[Ability Points|Ability Point]] and {{Positive|1}} [[Stat Points|Stat Point]] for every 3 Ability Points invested into the "[[Survival (skill tree)|Survival]]" tree.
* [[Arna]] - ''{{Cl|Unique Trait|Vow of the Feat}}'' - Each enemy within [[Vision]] increases the rate of "[[Heroism]]", "[[Optimism]]", and "[[Prudence]]" activation by {{Positive|20%}} (up to {{Positive|100%}}) and grants {{Positive|+2%}} chance to trigger "[[Second Wind]]". Each received level improves the effects of positive [[Psyche]] states by {{Positive|3%}}. Additionally, reduces the cooldown between their activation by {{Positive|50%}}. Killing dangerous enemies grants {{Positive|additional Experience}} depending on the character's level.
 
* [[Dirwin]] - ''{{Cl|Unique Trait|Ranger's Gift}}'' - Starts the game with "[[Make a Halt]]" already learned. Grants "[[Butchering]]" {{Positive|20%}} chance to harvest [[Valuables|pelts]], regardless of the damage type used to kill the animal. Increases this chance by {{Positive|1%}} and grants {{Positive|1%}} {{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} (up to {{Positive|+20%}}) for each [[Points of Interest|Hunting Ground]] visited for the first time. Grants {{Positive|1}} [[Ability Points|Ability Point]] and {{Positive|1}} [[Stat Points|Stat Point]] for every 3 Ability Points invested into the "[[Survival (skill tree)|Survival]]" tree.
[[Jonna]] - ''{{Cl|Unique Trait|Magical Erudition}}'' - Grants {{Positive|+5%}} {{C|Light Brown|{{#tip-text: Magic Power| {{:Magic Power}}}}}} of the corresponding School and {{Positive|+5%}} {{C|Light Brown|{{#tip-text: Miracle Potency| {{:Miracle Potency}}}}}} for each unique [[Treatises|magic treatise]] in the Inventory. Grants {{Pos|-1%}} Backfire Chance for each [[Treatises|magic treatise]] read for the first time. Grants {{Pos|+1%}} {{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} for each [[Ability Points|Ability Point]] invested into Sorcery trees.
* [[Jonna]] - ''{{Cl|Unique Trait|Magical Erudition}}'' - Grants {{Positive|+5%}} {{C|Light Brown|{{#tip-text: Magic Power| {{:Magic Power}}}}}} of the corresponding School and {{Positive|+5%}} {{C|Light Brown|{{#tip-text: Miracle Potency| {{:Miracle Potency}}}}}} for each unique [[Treatises|magic treatise]] in the Inventory. Grants {{Pos|-1%}} Backfire Chance for each [[Treatises|magic treatise]] read for the first time. Grants {{Pos|+1%}} {{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} for each [[Ability Points|Ability Point]] invested into Sorcery trees.
 
* [[Jorgrim]] - ''{{Cl|Unique Trait|Gore and Glory}}'' - Allows "[[Butchering]]" to harvest various [[trophies]] from [[Enemies|Mini-Bosses]]. Delivering a trophy while turning in a contract grants additional {{Positive|+10%}} Reward and {{Positive|+10%}} Reputation. Also grants {{Positive|1}} [[Stat Points|Stat Point]] and {{Positive|+2%}} {{C|Light Brown|{{#tip-text: Weapon Damage| {{:Weapon Damage}}}}}} for every 3 trophies delivered for the first time (up to 5 times). Killing enemies grants {{Positive|+5%}} {{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} for 60 turns (the effect stacks up to 10 times).
[[Jorgrim]] - ''{{Cl|Unique Trait|Gore and Glory}}'' - Allows "[[Butchering]]" to harvest various [[trophies]] from [[Enemies|Mini-Bosses]]. Delivering a trophy while turning in a contract grants additional {{Positive|+10%}} Reward and {{Positive|+10%}} Reputation. Also grants {{Positive|1}} [[Stat Points|Stat Point]] and {{Positive|+2%}} {{C|Light Brown|{{#tip-text: Weapon Damage| {{:Weapon Damage}}}}}} for every 3 trophies delivered for the first time (up to 5 times). Killing enemies grants {{Positive|+5%}} {{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} for 60 turns (the effect stacks up to 10 times).
* [[Velmir]] - ''{{Cl|Unique Trait|With Great Vengeance}}'' - Killing [[Enemies|Mini-Bosses]] {{Positive|replenishes}} [[Morale]] and [[Sanity]]. If there's a Boss or Mini-Boss within [[Vision]], applies all enemies within Vision with {{Positive|+1.5%}} {{C|Light Brown|{{#tip-text: Damage Taken| {{:Damage Taken}}}}}} for each Mini-Boss killed for the first time (up to {{Positive|+30%}}). Grants {{Positive|+1.5%}} {{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} for each Mini-Boss killed for the first time. Grants {{Positive|+10%}} {{C|Light Brown|{{#tip-text: Reputation Gain| {{:Reputation Gain}}}}}} and {{Positive|2}} [[Stat Points]] for each killed Boss.
 
* [[Verren]] - ''{{Cl|Unique Trait|Artifact Knowledge}}'' - For each turn you have 1% chance to reveal properties of a random unidentified item in your inventory.
[[Velmir]] - ''{{Cl|Unique Trait|With Great Vengeance}}'' - Killing [[Enemies|Mini-Bosses]] {{Positive|replenishes}} [[Morale]] and [[Sanity]]. If there's a Boss or Mini-Boss within [[Vision]], applies all enemies within Vision with {{Positive|+1.5%}} {{C|Light Brown|{{#tip-text: Damage Taken| {{:Damage Taken}}}}}} for each Mini-Boss killed for the first time (up to {{Positive|+30%}}). Grants {{Positive|+1.5%}} {{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} for each Mini-Boss killed for the first time. Grants {{Positive|+10%}} {{C|Light Brown|{{#tip-text: Reputation Gain| {{:Reputation Gain}}}}}} and {{Positive|2}} [[Stat Points]] for each killed Boss.
 
[[Verren]] - ''{{Cl|Unique Trait|Artifact Knowledge}}'' - For each turn you have 1% chance to reveal properties of a random unidentified item in your inventory.


=== Character DLC ===
=== Character DLC ===
[[Mahir]] - ''{{Cl|Unique Trait|Lifelong Journey}}'' - Grants {{Positive|+0.33%}} {{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} and {{Positive|+0.33%}} {{C|Light Brown|{{#tip-text: Fatigue Resistance| {{:Fatigue Resistance}}}}}} (up to {{Positive|+33%}}) for each location visited for the first time. Activates "[[Vigor]]" for '''600''' turns upon visiting a location for the first time ('''900''' turns if it's a [[Dungeons|Dungeon]]). Grants {{Positive|1}} [[Ability Points|Ability Point]] for each '''6''' Ability Points invested into an ability tree (no more than once per tree).
[[Leosthenes]] - ''{{Cl|Unique Trait|Might and Magic}}'' - Grants {{Positive|+1.5%}} {{C|Light Brown|{{#tip-text: Magic Power| {{:Magic Power}}}}}} for each [[Ability Points|Ability Point]] invested into Weaponry trees. Grants {{Positive|+1.5%}} {{C|Light Brown|{{#tip-text: Weapon Damage| {{:Weapon Damage}}}}}} for each Ability Point invested into Sorcery trees. Grants {{Positive|+2%}} {{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}}, {{Positive|+2}} {{C|Light Brown|{{#tip-text: Max Health| {{:Max Health}}}}}}, and {{Positive|+2}} {{C|Light Brown|{{#tip-text: Max Energy| {{:Max Energy}}}}}} for each Ability Point invested into Utility trees (the abilities learned by default don't count)


[[Verren|Hilda]] - ''{{Cl|Unique Trait|Wild Hunt}}'' - Start the game with "[[Resourcefulness]]" already learned and a [[Artifacts|bone charm]] that allows the character to sacrifice special hunting trophies. Sacrifices grants the bone charm various bonuses that can be further empowered by killing respective [[Enemies|animals]] and beastly Bosses. Each received level increases the threshold for activating negative effects caused by [[Hunger, Thirst & Intoxication|Hunger]], [[Hunger, Thirst & Intoxication|Thirst]], [[Pain]], [[Hunger, Thirst & Intoxication|Intoxication]], and [[Fatigue & Resting|Fatigue]] by {{Positive|+0.5%}}.
* [[Mahir]] - ''{{Cl|Unique Trait|Lifelong Journey}}'' - Grants {{Positive|+0.33%}} {{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} and {{Positive|+0.33%}} {{C|Light Brown|{{#tip-text: Fatigue Resistance| {{:Fatigue Resistance}}}}}} (up to {{Positive|+33%}}) for each location visited for the first time. Activates "[[Vigor]]" for '''600''' turns upon visiting a location for the first time ('''900''' turns if it's a [[Dungeons|Dungeon]]). Grants {{Positive|1}} [[Ability Points|Ability Point]] for each '''6''' Ability Points invested into an ability tree (no more than once per tree).
* [[Leosthenes]] - ''{{Cl|Unique Trait|Might and Magic}}'' - Grants {{Positive|+1.5%}} {{C|Light Brown|{{#tip-text: Magic Power| {{:Magic Power}}}}}} for each [[Ability Points|Ability Point]] invested into Weaponry trees. Grants {{Positive|+1.5%}} {{C|Light Brown|{{#tip-text: Weapon Damage| {{:Weapon Damage}}}}}} for each Ability Point invested into Sorcery trees. Grants {{Positive|+2%}} {{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}}, {{Positive|+2}} {{C|Light Brown|{{#tip-text: Max Health| {{:Max Health}}}}}}, and {{Positive|+2}} {{C|Light Brown|{{#tip-text: Max Energy| {{:Max Energy}}}}}} for each Ability Point invested into Utility trees (the abilities learned by default don't count).
* [[Verren|Hilda]] - ''{{Cl|Unique Trait|Wild Hunt}}'' - Start the game with "[[Resourcefulness]]" already learned and a [[Artifacts|bone charm]] that allows the character to sacrifice special hunting trophies. Sacrifices grants the bone charm various bonuses that can be further empowered by killing respective [[Enemies|animals]] and beastly Bosses. Each received level increases the threshold for activating negative effects caused by [[Hunger, Thirst & Intoxication|Hunger]], [[Hunger, Thirst & Intoxication|Thirst]], [[Pain]], [[Hunger, Thirst & Intoxication|Intoxication]], and [[Fatigue & Resting|Fatigue]] by {{Positive|+0.5%}}.


== Other Traits ==
== Other Traits ==

Revision as of 11:05, 19 April 2025

Traits are special mechanics given to player characters. Traits represent their owner's distinct features like going berserk in combat, exceptional sight or background in sorceries, and provide unique bonuses to player's Attributes & Stats or certain beneficial effects. NPCs do not have traits.

Each player character currently has one unique trait. It is currently unknown if there will be an option to learn more traits on one character.

One of the planned features is custom character creation (see the Roadmap), which suggests that players will be able to choose their starting trait.


Unique Traits